IRC logs for #openttd on OFTC at 2008-01-08
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00:24:09 <Eddi|zuHause> "* SmatZ tried booting into Windows and [...] got ~10 BSOD" <- well, i could have told you beforehand ;)
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01:56:01 <UnderBuilder> idea for new language for tt-forums: engrish!
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07:51:00 <Gonozal_VIII> how much do you get paid for that?
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13:48:32 <Roujin> struggled hard to get irc working over the damn university internet access ><
14:04:11 <LA[lord]> hah...doesn't work here :(
14:06:17 <Roujin> sorry, i don't understand what you wrote oO
14:06:50 <Roujin> if that's some kind of insider joke then i'm probably on the outside :P
14:07:18 <LA[lord]> it's a command in #openttdcoop
14:07:32 <LA[lord]> <publicserver> Today's fish is Trout a la creme. Enjoy your meal.
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14:10:04 <Roujin> anyone besides me been given a strange red message when autosave happens in the latest revisions?
14:10:48 <Roujin> "Saving still in progress, please wait until it is finished"
14:11:12 <LA[lord]> does it happen only every month start?
14:11:14 <Roujin> something wrong on my pc or is it a bug?
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14:11:31 <Roujin> yep every month on the autosave..
14:12:05 <dih> i dont use autosave, would not know :-D
14:12:20 <DorpsGek> dih: r11781 log: -Codechange: variable scope and initialization
14:12:35 *** ChanServ sets mode: +o Belugas
14:12:40 <Roujin> appeared somewhen inbetween the latest 10 revisions
14:12:52 <LA[lord]> but if you change the autosave e.g every week, does it happen then too?
14:12:55 <DorpsGek> dih: Commit by peter1138 :: r11781 trunk/src/build_vehicle_gui.cpp (2008-01-07 22:38:30 UTC)
14:12:56 <DorpsGek> dih: -Codechange: variable scope and initialization
14:13:07 <LA[lord]> for every week or just every month start
14:13:15 <LA[lord]> I might have an idea...
14:13:34 <Roujin> if no one else encounters that its maybe some setting I acidentally broke or something
14:14:00 <Roujin> lord: every week?? there's not such an autosave setting :P
14:14:18 <dih> i dont even think there is a weekly loop
14:14:32 <LA[lord]> some weeks/months devs forced autosave for tracking an ugly bug
14:14:48 <LA[lord]> and this happens monthly
14:14:59 <Belugas> newhouse count been wrong
14:15:01 <LA[lord]> even if you have autosave turned off
14:15:40 <Roujin> eh.. so why does it display an error message for me? because i have autosave on anyways and it tries to autosave two times simultaniously?
14:15:54 <LA[lord]> and maybe it tries to save twice, one for forced autosave and one for normal one
14:16:21 <Roujin> turning off autosave lets the error not appear anymore
14:17:45 <Roujin> the forced autosave should disable the normal one then or something similar i think ;)
14:18:17 <glx> Roujin: disable autosave for now :)
14:19:52 <Roujin> done ;) just wanted to inform you guys :P
14:20:48 <LA[lord]> but have you caught the evil bug?
14:21:02 <Roujin> but i'm wondering why such a debug method is added to trunk...
14:21:19 <dih> if they had - forced autosave would not be in the code anymore
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14:22:13 <Roujin> only reason for that would be that users could help spotting it.. no?
14:22:24 <glx> because we don't have a way to reproduce, we only know what happens, but not how and when, so we check town pop monthly and asserts if internal and recalculated are different else we save it
14:23:01 <glx> that way we have savegame and command logs to "replay" it
14:24:18 <glx> the problem is for some yet unknown reasons, the town population is incorrect (usually less than real pop)
14:24:44 <glx> and we you delete houses you can get "negative" population
14:25:01 <Roujin> uh, speaking of towns and population... could you give me a hint on how passenger and mail generation is handled?
14:25:39 <Roujin> i guess it's the properties "population" and "mail_generation" and if they're > 0, it generates pax/mail.. right?
14:25:50 <Roujin> *properties of HouseSpec
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14:29:59 * glx needs to reboot, he gets random windows crashes
14:30:28 <Belugas> Roujin, check on TileLoop_Town, town_cmd.cpp:396
14:34:51 <Roujin> thanks, one question about that:
14:34:52 <Roujin> if (HasBit(hs->callback_mask, CBM_HOUSE_PRODUCE_CARGO)) {
14:35:12 <Roujin> does this line differentiate between standard and newGrf houses?
14:35:30 <glx> the check is done before that
14:35:59 <Belugas> a grf house can have the flag set, but it's not mandatory
14:36:25 <glx> they don't have any callbacks
14:36:25 <Belugas> standard ones never have th flag set, of course
14:36:38 <Roujin> ok, that's what i kind of guessed ;)
14:37:23 <hylje> having city-like industries came to me the other day
14:37:31 <Belugas> callbacks are code supplied by grf (roughly). so standard houses not being bound by grf, they have no callbacks
14:37:45 <Belugas> hylje, as you can see, it's already there.
14:37:54 <Belugas> you just have to code them in grf ;)
14:38:00 <hylje> that seems more like industry-like cities
14:38:29 <Belugas> whatever you want :) it all comes down to producing stuff
14:38:51 <hylje> industries would be very small at first (or randomly sized, much like towns)
14:38:51 <Belugas> and accept, of course
14:39:09 <Roujin> but one thing seems strange to me.. the else part that handles all standard houses does the same thing for every house, is that right?
14:39:12 <hylje> good service makes those small industries grow in size and production much like cities do
14:39:45 <Roujin> there's no differentiation between big and small ones, just 1/8 chance every tile_loop? (if i got it right)
14:40:16 <Belugas> in this context, we are talking abot a tile-house, Roujin...
14:42:31 <hylje> Belugas: does newgrf support that kind of sprawling industries?
14:43:15 <glx> hylje: that means changing layout after construction
14:43:48 <Roujin> okay, one more noobish question (sorry): GB(r, 0, 8) <-- can't find this function or macro
14:44:13 <glx> it's a function, in core/bitmath_func.fpp
14:44:23 <Roujin> thanks, will look it up
14:44:44 <Belugas> hylje, indeed, it's a no.
14:45:38 <Noldo> how about houses that produce cargo?
14:45:40 <Belugas> as to if it can be made, i guess so, but ... i doubt it is really worth it
14:45:57 <Roujin> first is input, second offset, third length?
14:46:00 <Belugas> Noldo, it aleardy can, just loo at the sources
14:46:00 <hylje> it'd be a different kind of city
14:46:16 <hylje> instead of passengers producing e.g. coal
14:46:19 <glx> Roujin: read the comment in header file ;)
14:46:38 * hylje adds that to his to-do-list, under heading "someday"
14:48:19 <Roujin> i'm impressed by the bitmagic in ottd every time xD
14:54:56 <Roujin> can a newgrf house have 256 production callbacks? O_O
14:55:58 <Roujin> well thanks for all your kind help, I've learned a lot again :)
14:56:16 <glx> <Roujin> can a newgrf house have 256 production callbacks? O_O <-- why not :)
14:59:39 <hylje> that's just gonna run out any minute
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15:11:14 <Roujin> i hope this gives address b the value cargo first and then increase the pointer by one...
15:11:22 <Roujin> if not i screwed something up now ^^
15:12:10 <pv2b> if by "increase the pointer by one" you mean "increase the pointer by one tiems the size of the data type pointed to by said pointer
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15:14:14 <Roujin> yes, that was an abbreviation :P
15:14:39 <ludde> pv2b: the pointer is incremented by one, the underlying cpu register is incremented by sizeof(*pointer)
15:15:31 <pv2b> ludde: uint32 *p = (uint32 *) 0x100; printf("%p\n", p+1); gives an output of 0x104.
15:16:21 <pv2b> it all depends on the definition you have of "increments by one" :-)
15:19:23 <pv2b> by one "what" though? :-)
15:20:00 <pv2b> mm. so "b" is incremented by one.
15:20:07 <pv2b> but not "the pointer" ;-)
15:20:21 <ludde> it points to an element
15:20:24 <pv2b> no, b is a variable containing the pointer :-)
15:20:55 <pv2b> it's all semantics anyway
15:22:30 <ludde> p in 'void *p' is a pointer, as much as i in 'int i' is an integer
15:26:37 <Roujin> okay, sorry for breaking off a discussion :P i have to go now, see you later :)
15:33:37 <Lord> hey glx, are you still familiar with the town name generation code?
15:34:02 <glx> a little (I wrote action F support)
15:34:34 <Lord> good, I could use some info for a project I'm doing.
15:34:56 <Lord> Am I right that name parts are more likely to be used the longer they are?
15:37:14 <Lord> :-) I'm sorry, I'll try again. The longer the name parts, the more likely they are to found in a town name, right?
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15:37:58 <frosch123> I doubt that, how do you come to such a conclusion?
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15:38:49 <TrueBrain> GENERAL NOTICE: openttd.org will be unavailable for the next 15 minutes
15:38:57 <TrueBrain> (and all his related services)
15:40:43 <Lord> I might have to say that I'm referring to 0.1.4, because I need to know the original TTD behaviour
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15:48:46 * Draakon doesn't know nothing about GRF Coding
15:48:59 <TrueBrain> OpenTTD is back online. Have a nice day!
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15:49:28 <Draakon> it has been here for 1h
15:49:31 <Lord> anyhow, do you know where I can find the american town name parts (other than by hexediting the exe) which were available in original TTD? They seem to have gotten kicked out in OpenTTD
15:51:47 <dih> Draakon: openttd is on a vps, and i think TB knows a little more about that vps than you :-)
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15:58:57 <Lord> glx: do you know Jango's email address?
15:59:24 <Lord> he's not registred on the forums, is he?
16:00:32 <Lord> ok, thanks for your help anyways, cya
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16:07:54 <CIA-1> OpenTTD: peter1138 * r11782 /trunk/src/oldloader.cpp: -Codechange: e->type was used before being properly initialized (it relied on previous runs) but there is no need to invalidate window data during game load as the windows in question cannot be open.
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16:19:14 <LA[lord]> good bye.. I think I'll be back in few hours
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16:33:02 <BDS-Klaus> i need help for config my linux server
16:33:14 <Noldo> I'm updating FS#1114, If you have comments about it now would be a good time to share them
16:34:00 <BDS-Klaus> i want to have max. 2 companies and per company max 2 players
16:34:32 <BDS-Klaus> what do i have to change in config or set
16:34:58 <glx> you can specify max_players (a player is a company)
16:37:03 <glx> but you can't limit the number of clients in one company, only the total client amount
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16:41:27 <BDS-Klaus> all ok... thanks for your help
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17:57:45 <dih> Belugas: having fights in FS are we?
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17:59:33 <glx> dih: well you probably know how this user can be ;)
18:00:41 <dih> so you also know about this :-D
18:01:29 <dih> i read it, dont get either point :-D
18:02:02 <Belugas> Sirkoz likes to use big phrases that mean little, most of the time
18:02:17 <dih> well yes - i know that much :-)
18:02:52 <dih> but he is trying to point out something, is he not - i dont know exactly what he is pointing out
18:03:12 <peter__> i think he's saying that he can do the operation with the patch off
18:03:15 <peter__> but not with the patch on
18:03:28 <peter__> and that is inverse to the perceived logic of the option
18:04:32 <peter__> however, the logic of that line does not do what he states
18:04:52 <peter__> hmm, true if they're too close i guess...
18:09:32 <Bjarni> looks like that PM was pretty harmful
18:10:52 <Belugas> what I read out of that line is that primary industries are not allowed when same_industry_close optin is set.
18:10:53 <Bjarni> he always acted suspicious anyway
18:11:21 <Belugas> when that patch is not set, it is the regyual scheme that goes on
18:11:33 <peter__> Belugas, not quite right
18:11:45 <peter__> that line means if it's set, then a primary industry can be anywhere
18:11:51 <dih> Bjarni: i'll take that as a 'sign' of appreciation
18:12:12 <dih> or is it supposed to mean that peter__?
18:12:20 <peter__> so that line is not a problem at all. he's highlighted the wrong part.
18:12:29 <murray> quick question: do you get all of the production from a mine/similar even if you cover just one square?
18:12:33 <Belugas> peter__, can't be... return true
18:12:43 <Belugas> unless the code and th function name is misleading...
18:13:17 <peter__> Belugas, see the error ones, they return false
18:13:59 <peter__> basically in that function, setting the patch option cannot make it not do what it would do without the option
18:14:11 <peter__> (careful of negatives there, heh)
18:16:48 <CIA-1> OpenTTD: peter1138 * r11783 /trunk/src/engine.cpp: -Codechange: compare engine type with its type property, not by its index
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18:23:33 <Belugas> hoo..... NOW i understand!
18:23:54 <peter__> the function or sirkoz?
18:25:26 <dih> Belugas: care to enlighten us?
18:26:03 <CIA-1> OpenTTD: peter1138 * r11784 /trunk/src/ (engine.cpp engine.h misc.cpp newgrf.cpp oldloader.cpp): -Codechange: set up initial engine data in one place
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18:47:23 <LA[lord]> you are boring guys... no words in 10 minutes already...
18:47:37 * LA[lord] goes off to do some more interesting stuff
18:47:44 <Belugas> the function indeed :D
18:48:01 <dih> and? what did you find out Belugas?
18:48:07 <Belugas> Sirkoz just jumped on a conclusion
18:48:12 <Belugas> and not even cared to try
18:50:22 <dih> yes - i know that of some people
18:52:00 <Belugas> and i've got rerouted to a search that was not the subject of the initial problem....
18:52:05 <Belugas> that is typical of me too ;)
18:53:05 <pavel1269> peter__: what about our game? :P
18:53:30 <dih> peter and pavel play a game?
18:53:39 * dih just does not want to know about this
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18:57:14 <Belugas> and in fact, the same_industry_close patch really means, as peter__ mentionned, that primary industries can be built close to each other
18:57:27 <Belugas> the type been the GENERAL type of industries
18:58:00 <Belugas> not the spcific type of indu, like... a coal mine, or a water tower
19:00:05 <dih> but could it be that in the game it's acting differently
19:00:22 <dih> i could not imagin him making a statement based on code he read
19:00:32 <dih> but on something he noticed in a game
19:01:31 <peter__> yes... which means he picked the wrong bit of code to bully, heh
19:02:04 <dih> but none the less found something that is not supposed to act like that?
19:05:33 <Belugas> i more than anythng ele suspect indspec->conflicting[0]
19:05:48 <Belugas> water tower is conflicting with water supply
19:06:24 <Belugas> but with the same_industry_close, the same conflict is not tested while putting water supply o map
19:07:43 <Belugas> the behaviour is fine, but the wording and name of var is far from been right :S
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19:14:50 <Belugas> next test is for conflicts. water tower conflicts with water supply (se build_industry.h). it is refused
19:15:34 <Belugas> so the same_industry_close (because of the CT_INVALID) does not affect secondary industries (the water tower)
19:15:52 <Belugas> therefore, it does not get out of the function on first test.
19:16:40 <Belugas> the name of the patch option is wrong. It should be primary_industry_close, or something like that
19:16:51 <Belugas> as well as the labeling on the settings option
19:17:11 <Belugas> am i making more sens?
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19:23:45 <Belugas> so... now... time to do some house cleaning...
19:42:39 <peter__> Belugas, the patch option is used further on too
19:42:52 <peter__> so it's not just for primary industries
19:45:04 <dih> c'mon, dont be a spoil sport
19:51:02 <dih> don't hesitate to enlighten me :-)
19:51:49 <LA[lord]> hmm... I won't hesitate to say good night instead..so: Good night
19:59:51 <Bjarni> well... at least you aren't alex_fili
20:00:08 <Rubidium> Bjarni: are you sure of that?
20:00:41 <Bjarni> he managed to produce a diff
20:01:28 <Bjarni> Alex didn't even understand what header files for libraries are used for and presumed that just ignoring them when installing a lib didn't matter
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20:05:27 <dih> what are you logging Bjarni?
20:05:32 <dih> which statement do you mean
20:05:38 <dih> and are you taking it out of context :-P
20:05:39 <Bjarni> [20:50:51] * dih is clueless
20:05:39 <Bjarni> [20:51:02] <dih> don't hesitate to enlighten me :-)
20:05:50 <dih> yes - you answered my last question :-D
20:06:10 <Bjarni> you really are demanding
20:06:54 <Bjarni> and now you laugh at yourself... you really are clueless
20:07:17 <Bjarni> but at least you are trustworthy
20:07:19 <dih> put it into connection with SirkoZ, peter__ and Belugas (last conversation)
20:07:37 <dih> trustworty in the sense that i will always laugh at myself i take it :-P
20:07:39 <Gonozal_VIII> i'm here, worship me
20:08:03 <Bjarni> you are following a false developer
20:09:09 <Belugas> we all do, Lord Ludde ;)
20:09:20 <dih> i'll not argue with the "i'm here" part :-)
20:09:43 <Rubidium> Bjarni: I think we should call him His Excellency Lord ludde
20:10:05 <Belugas> trye, Lord is reserved to Darkvater ^_^
20:10:15 <dih> create an alias in DorpsGek
20:10:39 <dih> to return the full His Excellency Lord ludde
20:11:15 <Bjarni> Gonozal_VIII: are you making fun of the lord???
20:11:29 <Gonozal_VIII> no, i'm making fun of dih
20:11:33 <Bjarni> you will end up in Robot Hell for that
20:12:17 <Gonozal_VIII> where i have to follow black lines and avoid boxes until eternity?
20:12:43 <Bjarni> hey I'm not evil enough to send anybody to Robot Hell
20:12:44 <dih> until eternity <--- makes a bunch of sense
20:12:57 <Bjarni> except AlexFili because that wouldn't be evil to do
20:13:23 <Bjarni> dih: yes... you can go to the bathroom if you have to
20:13:33 <Gonozal_VIII> hf kicking me :P i have to reboot anyways
20:13:40 <Bjarni> if you are late then YOU clean up
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20:17:22 <Gonozal_VIII> 2 more windows security updates installed... i feel so protected now...
20:17:44 <Bjarni> 5 new backdoors opened
20:18:01 <Bjarni> specially the one you got from www.windowsupdate.com is a nasty one
20:19:02 <Bjarni> けんぼうしょう <--- hehe... couldn't really remember this one... oh the irony (means amnesia)
20:19:43 <ludde> what does けんぼうしょう mean?
20:20:06 <ludde> just amnesia? nothing else?
20:20:44 <Bjarni> 健忘症 <-- you can also write it like this but then you have to be Japanese to read it
20:21:23 <Bjarni> the "long" word is phonic letters explaining how to pronounce it
20:21:23 <Gonozal_VIII> Donaudampfschifffahrtsgesellschaftskapitn is also very long but only means "guy with ship" ^^
20:21:56 <Bjarni> it's pronounced "Kenboushou"... not that long to say
20:22:44 <Bjarni> Gonozal_VIII: it means a bit more than that... it tells that it's a steamer on Donau... and it's not a guy but the captain
20:22:52 <ludde> Gonozal_VIII: it means a bit more than that :p
20:23:19 <Bjarni> and even more than that
20:23:35 <Bjarni> ludde: nice to see that you know German too :)
20:23:56 <Bjarni> better than Gonozal_VIII it seems
20:24:03 <Bjarni> I mean... he misread it xD
20:24:25 <Gonozal_VIII> nice thing with german is that you can extend it endlessly and it's still a valid word
20:24:55 <Bjarni> try making a valid word with at least 100 chars then
20:25:07 <Gonozal_VIII> Donaudampfschifffahrtsgesellschaftskapitnstellvertretersmtzenfederkielanspitzgertemanufakturinhaber
20:25:41 <Bjarni> make it readable too :P
20:26:03 <Gonozal_VIII> readable? that's how you write it^^
20:26:59 <Gonozal_VIII> you have to start at the back
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20:27:50 <Gonozal_VIII> the words get more important the closer you get to the end
20:28:41 <Gonozal_VIII> probably because most people have already forgotten the first part when they reach the end
20:29:05 <Bjarni> basically it's a clothing shop owner who sells to captains of steams ferries on Donau only.... I don't think that's a business I want to invest in :P
20:29:31 <Gonozal_VIII> hehe not clothing shop, it's worse ;-)
20:32:31 <Gonozal_VIII> owner of a factory that produces tools to sharpen the keel of feathers to put on the hat of the first officer of a steam ship on the danube
20:32:36 <Gonozal_VIII> or something like that^^
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20:34:17 <Gonozal_VIII> and there are no rules to how many word you can attach there, you can create valid words of any length
20:34:19 <Bjarni> so... can you make a valid word of that length that actually makes sense to use?
20:35:11 <Bjarni> "Sporvognsskinneskidtskraber" <--- this is the official name of a tool in Danish
20:35:52 <Bjarni> I don't think you can get valid words longer than that
20:37:17 <Gonozal_VIII> valid words as long as you want... actually used words is "Donaudampfschifffahrtsgesellschaftskapitn" the longest i know
20:38:50 <Noldo> Suikuturbiinimoottorilentokoneapumekaanikkoaliupseerioppilas
20:39:00 <Noldo> that's the longest one in Finnish
20:39:04 <hylje> Gonozal_VIII: that's a triple F
20:39:13 <Gonozal_VIII> yes, that's a triple f
20:39:39 <Bjarni> is that a ß with an extra curve?
20:39:54 <Gonozal_VIII> is not the same as ss
20:40:12 * Bjarni requests his school money back
20:40:53 <Bjarni> is that an Austrian thing or ?
20:41:16 <Bjarni> I mean it could be dialect
20:41:40 <Gonozal_VIII> no... when you want to write but don't have the right letters (like in crosswords where only a-z is valid) you use sz for
20:42:11 <glx> Gonozal_VIII: you really need to fix your encoding
20:42:18 <Bjarni> so Spaß and Spass isn't the same
20:42:27 <Bjarni> glx: it decodes perfectly here
20:42:45 <glx> I see nice squares (but japanese was ok)
20:42:50 <Gonozal_VIII> you would pronounce the a longer in spa
20:43:16 <glx> Bjarni: yeah I understood what was the squares ;)
20:43:30 <Bjarni> so you can see my encoding....
20:43:45 <Bjarni> and from my point of view Gonozal_VIII is using the same encoding for this char
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20:44:20 <Bjarni> Gonozal_VIII: you are doing a great job at convincing me to forget all the German I learned :P
20:44:36 <Bjarni> but I*m not falling for your trick
20:44:44 <glx> my client is set to utf8 only, maybe yours use both, Bjarni
20:44:46 <Bjarni> I can still understand you guys when you try to trick me
20:45:54 <Bjarni> it wasn't long ago that a bunch of German speaking guys went to Denmark and tried to take over
20:46:03 <Bjarni> it worked for a few years though
20:46:45 <Bjarni> no... they used machine guns
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20:47:24 <Gonozal_VIII> machine guns are extremely powerful in civ 4
20:47:43 <Bjarni> actually the German soldiers in Denmark had this interesting problem. When speaking to a local they never understood German. When speaking with each other while a local could hear them then the local could understand German
20:48:28 <Bjarni> German soldiers were informed of this before entering Denmark
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20:50:43 <Bjarni> btw there is one thing I'm wondering about. Germany took over Denmark and France. In both places a resistance movement turned up and worked until Germany lost (so kind of similar)... however in France all nazi stuff is banned and they even tried to ban an auction in USA selling German stuff from the war
20:51:03 <Bjarni> In Denmark that's not illegal and we even have a Nazi party.... and noone really cares
20:51:20 <Bjarni> they get like 70 votes during each election and then what? :)
20:51:39 <Gonozal_VIII> banning stuff usually makes it more interesting
20:51:53 <Bjarni> as long as they aren't violent or committing any other crimes they should be free to go
20:52:34 <Bjarni> and yes some people watch them to report every little incident to the police so they can't break the law undetected
20:53:56 <Bjarni> some Jewish politicians once said about them that it's better to have them in the open so we know that they only get 70 votes... then we know that it's only a few people... banning would make us lose the count
20:55:12 *** Frostregen_ is now known as Frostregen
20:55:22 <Gonozal_VIII> banning a party in a democracy is a bad idea anyways
20:55:54 <Bjarni> we can do that with our constitution if their method or goal is to hurt or kill other people
20:56:12 <Bjarni> so if they talk about killing all Jews or whatever then it's a whole different story
20:56:23 <Bjarni> needless to say, they don't ;)
20:57:15 <Bjarni> in fact the risk to Jews appears to be greater from the Muslims
20:58:19 <Bjarni> I mean they said on the news that Jews are now hiding the fact that they are Jews in public because organised attacks started o_O
20:58:30 <Bjarni> in our little peaceful country.... wicked
21:02:02 <Bjarni> it's still ok to say something
21:11:07 <Belugas> can anyone try a google search for me? anyting.... just to see if it works the same as in here
21:13:35 <dih> Your search - warchnotf - did not match any documents.
21:14:07 <Gonozal_VIII> Es wurden keine mit Ihrer Suchanfrage - warchnotf - bereinstimmenden Dokumente gefunden.
21:14:10 <Belugas> so.. it worked correctly...
21:14:17 <Belugas> it's on our side, once more
21:16:42 <Bjarni> I think he is getting commercials only
21:17:07 <Bjarni> and stores selling warchnotf (whatever that might be)
21:17:44 <Bjarni> icecream icecleam guy Brazil
21:25:01 <Gonozal_VIII> i'm first in google for gonozalviii :-)
21:25:42 <Gonozal_VIII> and soon the only hit for warchnotf
21:27:16 <dih> is it intentional that one can bridge 'owned' land?
21:28:30 <Gonozal_VIII> why not? you own the land, not the air above it^^
21:29:10 <dih> and what if you own the land to buld a station there?
21:29:21 <dih> but cannot anymore because it's bridged
21:29:31 <Gonozal_VIII> bad luck then ;-)
21:29:46 <dih> besids, if you own land you would deff not have your neightbour bridge it :-)
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21:30:12 <Gonozal_VIII> allow stations under bridges
21:30:35 <peter__> yeah, where did my patch for that go, i wonder...
21:31:09 <dih> so you have a patch to allow bridging stations?
21:31:17 <dih> perhaps depots and small town buildings?
21:32:39 <peter__> you can also buy land under a bridge...
21:34:39 <Gonozal_VIII> a special bridge that acts as a station :-)
21:34:56 <dih> yes - but that is something else peter__
21:35:06 <dih> buying underneath the bridge, the bridge was there first
21:36:23 *** TrainzStoffe is now known as Stoffe
21:36:49 <Gonozal_VIII> those are most comfy to sit on
21:37:31 <dih> but not to be sat on with :-P
21:37:44 <dih> peter__ was making a point and has not completed it
21:38:06 <Gonozal_VIII> there's such a thing as a halfpoint?
21:39:15 *** ChanServ sets mode: +v tokai
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21:51:11 <Eddi|zuHause> <dih> so you have a patch to allow bridging stations? <- you certainly did not stick around here long enough to learn that peter__ practically has a patch for everything, just he tends to lock them away where noone can find them
21:53:02 <Gonozal_VIII> maybe one day he'll commit 50 big new features at once into trunk without a warning
21:53:37 <peter__> as "-Codechange: codestyle"
21:58:07 <ln-> "Codechange: removed extra newlines"
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21:58:36 <Eddi|zuHause> what exactly is tgcc.grf?
21:58:59 <Gonozal_VIII> "Codechange: removed all newlines and spaces everywhere"
21:59:35 <Eddi|zuHause> that directory used to be a lot more crowded...
21:59:49 <peter__> quick, ignore those files
22:00:04 <Gonozal_VIII> i threw out all those unused grf files yesterday
22:01:01 <peter__> tgcc is "town growth challenge cargos"
22:01:31 <Gonozal_VIII> hmm town growth challenge
22:02:12 <peter__> i did the cargos but nothing else
22:02:51 <Gonozal_VIII> sounds a bit like anno0815^^
22:02:54 <peter__> idea was to make it mostly newgrf
22:03:04 <peter__> instead of korenn's hardcoded fork
22:03:52 <Gonozal_VIII> those growing rules could be nice in trunk too
22:04:11 <peter__> all optional of course
22:04:37 <Eddi|zuHause> such gameplay refinements all scream "difficulty option" to me
22:05:58 <peter__> some of his choices are odd
22:06:07 <Gonozal_VIII> 4 times faster with power... isn't that a bit too much?
22:06:07 <peter__> like making refittable wagons able to carry any cargo type...
22:06:27 <Eddi|zuHause> easy games have very little gameplay diversification, and you can optionally enable more complex simulations for higher difficulty levels (e.g. passenger destinations, complex signalling (with crashes if done wrong), ...)
22:06:31 <peter__> Gonozal_VIII, depends how slow you make it without ;)
22:07:35 <Eddi|zuHause> the category steps are odd...
22:07:41 <Eddi|zuHause> they should be some kind of exponential
22:08:15 <Gonozal_VIII> i think they are ok
22:08:38 <Eddi|zuHause> Once at or over 15500 inhabitants, it can no longer grow. <- and that is totally weird
22:12:58 <Gonozal_VIII> allow all vehicles that are refittable to refit to all cargo types <-- i think he means support for the cargo types in use
22:14:12 <peter__> either way that's all controllable by newgrf
22:17:46 <Prof_Frink> peter__! newwhateveritisyouredoing!
22:18:25 <peter__> that's what i'm doing
22:18:31 <peter__> (see engines3.png, heh)
22:18:46 <peter__> which is oldish and has already been seen here
22:19:38 <Gonozal_VIII> is that a tank :S
22:20:02 <Gonozal_VIII> ge steeplecab looks like a tank
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22:21:35 <peter__> i need an old ttd game, though
22:24:36 *** jonisdead has joined #openttd
22:28:01 <Prof_Frink> peter__: holy moly
22:28:34 <Prof_Frink> That's a fair bit of choice
22:29:01 <Digitalfox> peter__: Where can i find engines3.png ?
22:30:18 <Digitalfox> thanks Prof_Frink :)
22:30:23 <Eddi|zuHause> dbg: [misc] German Townnames are buggy (-1895311447) <-- ???
22:33:21 <Eddi|zuHause> www.informatik.uni-halle.de/~krause/TRP04.SV1 <- this looks like a very old TTD(P?) game of mine
22:40:03 <Eddi|zuHause> something is weird... water below bridges is converted to canals
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22:46:19 <Eddi|zuHause> man, seeing this half-evolved building style is weird...
22:47:47 <peter__> the old "did i really used to do that?" trick?
22:49:58 <Eddi|zuHause> not even close ;)
22:50:22 <Eddi|zuHause> stuff like 90° turns
22:50:57 <Eddi|zuHause> (which was most of the times a workaround, since turning in stations was ... unreliable
22:50:58 <Gonozal_VIII> wooden bridges with catenary look really strange
22:52:03 <Eddi|zuHause> yeah, wooden bridges are what disturbs me the most, but no other ones were available
22:52:26 <Eddi|zuHause> meanwhile that is a suspension bridge, but they are much too small
22:52:33 <Gonozal_VIII> that's what the brick viaduct is for
22:52:49 <Eddi|zuHause> but it is not compatible with newbridges/combroads
22:53:02 <Gonozal_VIII> make it compatible
22:53:34 <Eddi|zuHause> also, i don't like the red colour
22:54:03 <Cai> :O how did u get emoticon!
22:54:05 <Gonozal_VIII> you should play brickland^^
22:54:22 <Eddi|zuHause> doesn't mean i want to have a bridge in that colour
22:57:19 *** Osai^Kendo is now known as Osai
23:00:27 <Gonozal_VIII> shouldn't be too hard to tweak the colour to be less reddish
23:00:41 <Eddi|zuHause> these are the largest and the second largest brickstone viaduct in the world, respectively
23:02:24 <Prof_Frink> One word. Ribblehead.
23:03:05 <Eddi|zuHause> anyway, "Ziegelstein" is a perfectly valid word, imho
23:03:24 <Gonozal_VIII> ziegelstein is, brickstone isn't ;-)
23:03:59 *** mindlesstux has joined #openttd
23:04:25 <Gonozal_VIII> bridgestone is...
23:06:36 <Eddi|zuHause> btw. they recently decided to electrify the track over these two bridges
23:06:51 <Gonozal_VIII> but those are not wooden bridges
23:07:23 <Eddi|zuHause> it's on the main line {Leipzig, Dresden} - Reichenbach - Plauen - Hof - Nürnberg
23:07:28 <Gonozal_VIII> ok... they are... replacing the string doesn't work
23:10:57 <Gonozal_VIII> seems like the lower part is stone, not bricks
23:11:44 <Eddi|zuHause> Ziegelmauerwerk 52%, Werksteinmauerwerk 36%, Bruchsteinmauerwerk 12%
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23:15:50 <Gonozal_VIII> have to wake up at 7 :-/
23:17:13 <Eddi|zuHause> or rather stone bridge
23:17:54 <Gonozal_VIII> looks like a lot of work
23:17:58 <Eddi|zuHause> building of this bridge started in 1937 (as part of the Autobahn project)
23:18:04 <Eddi|zuHause> was halted in 1940
23:18:12 <Eddi|zuHause> and continued after 1990
23:18:50 <Bjarni> well... Australia just finished the railroad to Darwin. It took 84 years to complete without breaks
23:19:17 <Bjarni> sometimes stuff can't be build overnight
23:19:38 <Eddi|zuHause> well, it was close to The Border, there was no use to finish a bridge leading "nowhere"
23:20:03 <Bjarni> build time and lifetime tend to go hand in hand so you shouldn't cause too much at slow build times
23:20:52 <dih> i met a person who was given a binary compiled to be '0.6.1-alpha' :-D
23:21:13 <Bjarni> hehe... sounds like the "Japanese bridge" in Kanchatka. The Russians used Japanese POW to build a railroad bridge during WW2 and since it wasn't finished at the end of the war they never finished it
23:21:37 <Bjarni> the thing is... there is NOTHING on either side of the river and the closest railroad is more than 1000 km away
23:21:45 <Bjarni> it's really in the middle of nowhere
23:21:55 <Bjarni> and very far away even by Russian standards
23:22:21 <Eddi|zuHause> well, after 1990, there was suddenly "somewhere" to go
23:22:22 <Bjarni> we never made an alpha
23:22:45 <dih> someone compiled it with --revision=
23:22:54 <dih> and who knows what else is in there
23:23:05 <dih> you never made an 0.6.1 either
23:23:25 <dih> and now that poor sod is sitting in #openttdcoop and wants to join the server :-D
23:23:43 <Bjarni> I wouldn't trust that binary at all
23:24:30 <Bjarni> there is at least 5 hours until you realise that you are going to skip sleeping tonight
23:25:16 <Eddi|zuHause> man, there are no pictures of the unfinished bridge to find anywhere...
23:25:28 <Eddi|zuHause> it was a so common picture when i grew up...
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23:26:01 <Eddi|zuHause> people made sightseeing tours just to see "the unfinished bridge"
23:26:10 <Bjarni> now you sound like my mom. Talking about the stuff she never took pictures of because it was common and now it's gone
23:26:39 <NamedNubcake> so know i found the grfs, do i put them in nightly?
23:27:31 <NamedNubcake> Hey it works now
23:27:38 <NamedNubcake> now for coop grfs
23:28:26 <Ammler> NamedNubcake: don't ask about coop grfs here, join #openttdcoop
23:28:34 <Bjarni> yeah I coded a self correcting code. It's meant to deal with missing file issues on it's own... after a few attempts it can fix itself
23:28:42 <NamedNubcake> but they just said for me to join this irc channel
23:29:30 <dih> you were failing to get openttd to run, so i sent you here
23:29:38 <Ammler> Bjarni: next step is a self creating code
23:29:54 <Pikita> I thought you were going to sleep
23:29:55 <Bjarni> already working on that... it's a bit more tricky though
23:30:23 <dih> why do screens not have an airbag
23:30:29 <Bjarni> I don't like the speed of the code it generates... almost like java code
23:30:46 <Ammler> Pikita: I am slow on doing things :)
23:30:56 <dih> if something nasty happens (is done by a user) trigger the airbag :-D
23:31:10 <Bjarni> Ammler: I don't remember telling my self coding code to code you.....
23:31:56 <dih> Ammler is a creation of Bjarni's self coding code
23:32:07 <Bjarni> beta software.... go figure
23:32:55 <Ammler> hmm, if its beta like openttd, then I am happy
23:33:18 <Ammler> but don't program me like a stable windows
23:33:39 <Bjarni> you are more like a first version of autoreplace
23:33:48 <Bjarni> crashes whenever networking is used
23:34:29 <dih> did autoreplace gain strength when appearing with multiple numbers of l's ?
23:35:44 <Bjarni> first version of autoreplace could try to replace a train after it left the depot if the game lagged too much
23:36:53 <Rubidium> zero noise? that's never going to happen
23:37:09 <Prof_Frink> My libretto's close to zero noise
23:37:18 <Rubidium> close, but not zero noise
23:37:37 <Bjarni> well... with no moving parts at all
23:38:00 <Bjarni> I know the PSU and stuff can still generate a bit of noise but nothing compared to HD engines and fans
23:39:55 <Rubidium> a computer with no moving parts will still make a noise (only not hearable)
23:40:09 <Rubidium> the amount of dBs is just too low
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23:42:53 <Bjarni> my point is that the stress level in the blood increases if exposed to constant noise of 15 dB or more
23:43:08 <Bjarni> so it's advised to keep all noise below that level
23:43:25 <Bjarni> it should be possible to make a max 10 dB computer
23:44:30 <Rubidium> I guess mine is very close to that
23:45:11 <ben_goodger> is it possible to tell how loud a system is without resorting to painfully expensive equipment?
23:45:20 <ben_goodger> also, is 10dB not the sound of a watch tick?
23:45:56 <Bjarni> I would borrow it as I know where I can borrow not only noise level but also noise direction detection hardware
23:46:04 <NamedNubcake> Just use a micro phone INSIDE and record for 1 minute then use a sound editing program to measure it
23:46:39 <NamedNubcake> I know my computer pumps out 21.35 Db average
23:50:54 <ben_goodger> my system never drops below a load of 1.4, so I have no idea if it gets quieter :D
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23:56:36 <Bjarni> Sacro: actually you didn't really tell us where you moved except that your window is facing south and that you are moving away from the Chinese girl
23:56:45 <Bjarni> so... where do you move TO? :)
23:57:21 <Bjarni> Rubidium: I thought it was the same thing
23:57:33 <Bjarni> two names started by a typo
23:57:55 <Bjarni> or somebody mishearing the name
23:58:03 *** TrainzStoffe is now known as Stoffe
23:58:44 <Sacro> we're on the road, to hull!
23:59:40 <Rubidium> ofcourse... but without glass
23:59:42 <Bjarni> sophisticated homeless guy
continue to next day ⏵